Showing Posts For Chaoleo.1854:
I would like to reiterate. The basic idea of this patch could have been a positive change. However, because it was not well thought out at all there have been very negative and likely unintended consequences. Supposedly the goal of this patch was to improve the incentive for players to cooperate and utilize real combat strategy. Instead, more often that not, it has left me dead even longer while I watch helplessly as my allies struggle and fall. Please Anet, explain to me how that promotes teamwork. You have made it impossible for teammates to revive a fallen comrade in so many cases and now you’ve made it impossible for that player to return to help save his allies. It’s almost cruel.
I am a healer and support player by nature. I’m happy to have to constantly dodge and constantly revive if that is necessary but I am not pleased with being completely rofl-stomped when I even attempt to revive an ally. Nevermind the selfish players that simply don’t revive allies out of laziness. I WANT to revive allies. I WANT to help. You’ve made it even harder for me to do that to the point that I am on the verge of rage-quiting. PLEASE make revival mechanics more effective for dungeon combat. PLEASE give me some way, even if its more difficult, to come back and aid my allies so that one selfish player can’t hold us hostage for 15 mins while they goof off. PLEASE STOP making half- assed changes like this that ruin a social player’s dungeon experience. You thought you were making things better for players like me and you absolutely made it worse. Not cool. NOT cool.
I agree that res-rushing mostly defeats the purpose of true strategy and teamwork but I don’t see it as the true source but merely a side effect of what the real problem is. Res-rushing wouldn’t be nearly as popular or often times necessary if reviving your allies in even a downed state wasn’t virtually impossible in many situations. Considering that not only are you subjected to extreme vulnerability for an elongated period of time when attempting to revive an ally but the act in and of itself generates a massive amount of agro. It becomes, as someone else mentioned here, essentially an act of suicide. If so many players are so easily compelled to deal with the hassle of missing the action and rallying at the nearest waypoint and running back maybe the real problem is that mid combat revival in instances is just plain too hard. As someone that achieved the combat healer title a while back, I am very much familiar with the concern of doing everything in my power to get my allies back up and fighting. I’ve taken traits, skills and runes amongst all 3 of my 80s that augment revival and yet I still frequently face demoralizing odds at reviving allies successfully during a boss fight without killing myself in the process. I don’t believe strictly targeting the res-rushing phenomenon will fix the the apparent lack of strategy and teamwork in dungeons much if at all in the long run. What it will do, however, is eliminate the last bastion for plausible success in many dungeon paths.
(edited by Chaoleo.1854)
I currently have 10 points in the tactics tree for my warrior which should provide a 10% increase in boon duration however I noticed that there is no increase in the duration of boons I apply to myself. I have tested this while also removing any other features that increase boon duration to make sure that was indeed the problem.
I just helped take Askalion Hills on Northern Shiverpeaks borderlands but event completion never triggered for me. Not only was I fully involved in taking down gates and taking out guards, I also stood in the control circle as our server regained control. That was 1300+ karma that I know I earned along with XP and money but I did not receive it. I’ve not yet noticed this glitch with any other events on any other borderlands. This would be the first time and I very much hope it will be the last.
I’m not personally ragging on Anet as I am mostly indifferent on the matter. I will pay the price I’m willing to regardless of sales.
Still, if you were to see an add for Best Buy yesterday claiming “DVDs discounted 50%” for today and then went there today only to discover that you had to buy 25 of them to actually get 50% off, you would be annoyed, period. Particularly if you had to work the math out yourself to even realize this. You may very well be attentive enough to notice this detail and they therefor most likely won’t get the sale but you might feel as if they had made a weak attempt to manipulate you and that could be very unsettling. You might also hope that no other poor soul falls for this trick.
But we can learn from this that we must not let our guards down with Anet. They are still a business trying to make money, an understandable reality. It’s just a bit of a shame as it seemed as though they had the desire to build a relationship of trust with their consumer base and had been succeeding at this with many of their customers until this little fiasco.
I am reporting this “bug” because I am of the belief that it is an unintended inaccuracy and effect. The first skill available when carrying a keg states that you can toss it a short distance. This is, in fact, not the case. It is very easy to launch a keg fully across the entire “field” by using Skill 1 while pointing your screen camera in the direction of the desired trajectory.
This “bug” is used quite frequently by some but not all. Most players don’t know about it providing those of us that are aware of it with a massive advantage which in turn makes the game completely uneven. Even if it were to become common knowledge and an accepted aspect of the game, it essentially eliminates the point to any of the other skills or game play and the game becomes mostly a screen aiming match. I originally found Keg Brawl to be a delightful game existing merely for the fun of it, but now this game has been warped into something entirely unpleasant, something along the lines of a pointless slaughter.
Please fix this bug so that Keg Brawl can be truly enjoyed for the rowdy good fun it was intended to be.